Files
Trial97 624d506fac fix skin depth
The skin overlay was drawn together with the original skin making it
blend weirdly. By drawing the overlay after the skin this blends with
the body corectly.

Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
2025-12-19 00:01:39 +02:00

52 lines
1.7 KiB
C++

// SPDX-License-Identifier: GPL-3.0-only
/*
* Prism Launcher - Minecraft Launcher
* Copyright (c) 2024 Trial97 <alexandru.tripon97@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "ui/dialogs/skins/draw/BoxGeometry.h"
#include <QOpenGLTexture>
namespace opengl {
class Scene : protected QOpenGLFunctions {
public:
Scene(const QImage& skin, bool slim, const QImage& cape);
virtual ~Scene();
void draw(QOpenGLShaderProgram* program);
void setSkin(const QImage& skin);
void setCape(const QImage& cape);
void setMode(bool slim);
void setCapeVisible(bool visible);
void setElytraVisible(bool elytraVisible);
private:
QList<BoxGeometry*> m_staticComponents;
QList<BoxGeometry*> m_normalArms;
QList<BoxGeometry*> m_slimArms;
QList<BoxGeometry*> m_staticComponentsOverlay;
QList<BoxGeometry*> m_normalArmsOverlay;
QList<BoxGeometry*> m_slimArmsOverlay;
BoxGeometry* m_cape = nullptr;
QList<BoxGeometry*> m_elytra;
QOpenGLTexture* m_skinTexture = nullptr;
QOpenGLTexture* m_capeTexture = nullptr;
bool m_slim = false;
bool m_capeVisible = false;
bool m_elytraVisible = false;
};
} // namespace opengl